How-To: Position Pops with the Target Component (Optional)
Goal: control where a pop appears on each actor - a skeletal-mesh socket (head, chest) or a fixed offset. Without this component, pops appear 100 cm above the actor's root, so this is purely a placement upgrade.
Prerequisites
You completed Quick Start.
1. Add the component to the target actor
2. How the location resolves
The server resolves the location inside BroadcastNumberPop before sending, so every client receives a ready-to-use position. The order is:
- The event's
WorldLocation, when the caller set one (bHasWorldLocation, or any non-zero location). - The target's
UCrimsonNumberPopTargetComponentsocket, whenSocketNameis set and exists on the actor's skeletal mesh. - The target's root location + the component's
RelativeOffset(default 100 cm up). - No component at all: the target's root location + 100 cm up.
The same fallback chain is exposed as a static helper for your own systems: UCrimsonNumberPopTargetComponent::ResolvePopLocation(const AActor*) (C++-only - it is not a UFUNCTION).
Verify
Set
SocketName to head on a character - its pops now spawn at the head bone instead of 100 cm above the root. Clear it and they return to the offset.See also
- Concept: Event Flow & Replication - why the location is resolved server-side and quantized.